Descent into Avernus

(Nancy Kaufman) #1
NARZUGON
Medium fiend (devil). lawful evil

Armor Class 20 (plate armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.


STR
20 (+5)

DEX
10 (+0)

CON
17 (+3)

INT
16 (+3)

Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +7

WIS
14 (+2)

CHA
19 (+4)

Damage Resistances acid, cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunit ies charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge^13 (10,000 XP)

Diabolical Sense. The narzugon has advantage on Wisdom
(Perception) checks made to perceive good-aligned creatures.

Infernal Tack. The narzugon wears spurs that are part of infer·
nal tack, which allow it to summon its nightmare companion.

Magic Res istance. The narzugon has advantage on saving
throws against spells and other magical effects.

ACTIONS
Multiattack. The narzugon uses its Infernal Command or Terri-
fying Command. It also makes three hellfire lance at tacks.
Hellfire Lance. Melee Weapon Attack: +10 to hit, reach^10 ft.,
one target. Hit: 11 (l dl2 + 5) piercing damage plus^16 (3dl0)
fire damage. If this damage kills a creature, the creature's soul
rises from the River Styx as a lemure in Avernus in ld4 hours.
If the creature isn't revived before then, only a wish spell or
killing the lemure and casting true resurrection on the creature's
original body can restore it to life. Constructs and devils are
immune to th is effect.
Infernal Command. Each ally of the narzugon within 60 feet of
it can't be charmed or frightened until the end of the narzu-
gon's next turn.
Terrifying Command. Each creature that isn't a fiend within^60
feet of the narzugon that can hear it must succeed on a DC 17
Charisma saving throw or become frightened of it for l minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. A creature that
makes a successful saving throw is immune to this narzugon's
Terrifying Command for 24 hours.

Healing (1/Day). The narzugon, or one creature it touches, re·
gains up to 100 hit points.

Medium fiend (devil), lawful evil

Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 20 ft.

STR
16 (+3)

DEX
11 (+O)

Skills Perception + 1

CON
13 (+l)

INT
3 (-4)

WIS
8 (-1)

CHA
1 (-5)

Damage Resistances acid, cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight^10 ft. (blind beyond this radius),
passive Perception^11
Languages understands Infernal but can't speak
Challenge 1/2 (100 XP)

Cloud of Vermin. Any creature, other than a devil, that starts its
turn within 20 feet of the nupperibo must make a DC 11 Consti-
tution saving throw. A creature within the areas of two or more
nupperibos makes the saving throw with disadvantage. On a
failure, the creature takes 2 (ld4) piercing damage.

Hunger-Driven. In the Nine Hells, the nupperibos can
flawlessly track any creature that has taken damage from any
nupperibo's Cloud of Vermin within the previous^24 hours.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) piercing damage.

APPENDIX D I CREATURES
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